











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 20 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 20 on the 25th Shortage 122nd year of Ascendancy at 07:01 / 1 |
Primary Stats
| Strength | 53 (base 48) |
| Dexterity | 40 (base 42) |
| Constitution | 20 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -41/719 |
| Stamina | 45/180 |
| Healing Factor | 1.0327935222672 |
| Regeneration | 3.7878187599245 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 18.815289237657 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 52 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| Acid | +6% |
| Fire | +10% |
| Mind | +9% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 65.848617041609 (93.924050632911%) |
| Defense | 32 |
| Ranged Defense | 34 |
| Fatigue | 37 |
| Physical Save | 45 |
| Spell Save | 37 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 67%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 40%( 70%) |
| Temporal | + 20%( 70%) |
| Lightning | + 45%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 40% |
| Disarm Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 394% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 4.29 nature damage per turn and decreasing all heals received by 35%. Insidious Poison |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 24.57 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 69.75 blight damage and spawn a carrion worm mass. |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Cunning by +1. | done |
You failed to protect the lost sun paladin from death by red crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Airmaster the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 20 mind ----- def ----- Armour +1 Fatigue +1% Resists +17% lightning +7% temporal +12% mind A pair of boots made of leather. |
| Light source | Getebers the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +6% acid Max.HP +41.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cleansing linen wizard hat of frost (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +5% blight +16% cold +5% nature A pointy cloth hat, very wizardly... |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 20 out of 6/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 185.76 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 16 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Max.HP +26.00 Disarm- +24% Pinning- +20% Knockbk- +24% Rings can have magical properties. |
| On fingers | copper ring 'Porelaith'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +1% ----- def ----- Max.HP +22.00 Heal/summ +20 Disarm- +20% Pinning- +20% Knockbk- +22% ---------- misc Max.hate +2.00 Rings can have magical properties. |
| Around neck | grounding copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
| In main hand | Nimbuswinter (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Disrupt Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Hit: * 40% chance to daze at end of turn * 40% chance to corrode armour by 30% * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 28.5-39.9 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 28.5 - 39.9 Physical Uses 150% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour of the dragon (4 def, 9 armour)17.0 T2 massive armor [Ego+] Nature While equipped: Stats +1 Str +3 Con ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +5% acid +6% physical +6% fire +6% cold +5% lightning Disarm- +22% Stun/Frz- +22% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
movement infusion (390% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 390% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +21% Amulets can have magical properties. |
copper ring 'Earudur'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Phys.crit +3.0% Dmg.mod +12% physical ----- def ----- Resists +2% physical Mind.save +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +6 (+2 eff.) Rings can have magical properties. |
dwarven-steel battleaxe (33-49.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
Ulerak the Balancequeller (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 fire On Hit: * Slows global speed by 40% While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +8% acid +11% fire +7% cold +7% lightning Spell.save +6 (+3 eff.) Sharp, long, and deadly. |
arcing iron mace (11-15.4 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
Gleganor (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 blight While equipped: Stats +4 Str +1 Dex +2 Con dps ---------- Phys.crit +12.0% Spell.crit +3% Crit.mult +21.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Mana/turn +0.12 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 34.51 physical damage to all targets in line, and inflicting bleeding for another 17.26 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Wil +2 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellsmarrow (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Res.pen +25% fire ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Mind.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Turythad the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Spell.pwr +4 (+1 eff.) Acc +2 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Max.HP +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +5% fire A cap made of leather. |
radiant steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +14% Resists +6% acid +6% cold +12% darkness +16% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic dwarven-steel shield of mind resistance (+10%) (8 def, 2 armour, 33-39.6 power, 88 block)7.0 T3 shield armor [Ego] Nature/Psionic When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +88 On Hit: * 13% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 8 acid Melee Ret 17 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +10% mind ---------- misc Talents +3 Block Handheld deflection devices. |
shocking dwarven-steel shield of cold resistance (+18%) (8 def, 2 armour, 28.5-34.2 power, 83 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +83 On Hit: * 13% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Melee Ret 14 lightning ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +18% cold ---------- misc Talents +3 Block Handheld deflection devices. |
Mayedanne the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +12% lightning +9% cold +3% darkness Stun/Frz- +5% Knockbk- +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (85 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 24 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dangdle the Dwarf Bulwark level 13
39th Profit 122nd year of Ascendancy at 12:35 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Dangdle the Dwarf Bulwark level 16
27th Dearth 122nd year of Ascendancy at 17:32 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dangdle the Dwarf Bulwark level 10
4th Profit 122nd year of Ascendancy at 23:36 see stats
Level 20 (Roguelike)
Got a character to level 20.By Dangdle the Dwarf Bulwark level 20
13rd Shortage 122nd year of Ascendancy at 02:36 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Dangdle the Dwarf Bulwark level 13
8th Dearth 122nd year of Ascendancy at 05:49 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Dangdle the Dwarf Bulwark level 5
21st Voratun 122nd year of Ascendancy at 08:50 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dangdle the Dwarf Bulwark level 12
25th Profit 122nd year of Ascendancy at 23:29 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dangdle the Dwarf Bulwark level 18
22nd Loss 122nd year of Ascendancy at 02:15 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dangdle the Dwarf Bulwark level 15
23rd Dearth 122nd year of Ascendancy at 21:15 see stats
Log
Luminous horror hits Dangdle for 56 light damage.
Luminous horror's light area effect hits Dangdle for 27 light damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Carrion worm mass's wormblight area effect hits Dangdle for 2 blight damage.
Dangdle uses Shield Pummel.
Worm that walks resists the shield bash!
Dangdle hits Worm that walks for 39 physical, 60 physical (99 total damage).
Dangdle stops regenerating health quickly.
Worm Rot from Worm that walks hits Dangdle for 19 blight, 19 acid (38 total damage).
Insidious Poison from Worm that walks hits Dangdle for 2 nature damage.
Luminous horror casts Searing Light.
Luminous horror hits Dangdle for 53 light damage.
Worm that walks stops regenerating health quickly.
Luminous horror stops burning.
The shield around luminous horror crumbles.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Burning from Dangdle hits Luminous horror for 0 fire, 10 healing (0 total damage) [10 healing].
Burning from Dangdle hits Luminous horror for 0 fire, 10 healing (0 total damage) [10 healing].
Worm that walks misses Dangdle.
Dangdle instinctively hardens her skin and ignores the attack!
Dangdle repels an attack from Worm that walks.
Worm that walks HEALS from blight damage!
Luminous horror's light area effect hits Dangdle for 26 light damage.
Luminous horror's light area effect hits Dangdle for 27 light damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Carrion worm mass's wormblight area effect hits Dangdle for 2 blight damage.
Luminous horror casts Firebeam.
Saving game...







































































